Forums » Suggestions
I suggest that getting into a turret and not piloting the ship should always cancel turbo and ammo based turrets like cap swarms would stop reloading once the turret is empty. This would encourage more teamplay for cap ship owners and make solo cap ship pilots vulnerable against teamplay from the hunters which is already required to take down most cap ships. I'm aware that bots can be used for the turrets but this is a different problem and not many have access to them anyways.
The end goal is to reward teamplay and nerf solo cap ship pilots to make them more balanced. Cap ships with a full crew would be required/recommended to fight another group of attackers.
The end goal is to reward teamplay and nerf solo cap ship pilots to make them more balanced. Cap ships with a full crew would be required/recommended to fight another group of attackers.
Having the reload of swarms cancel once you leave the turrets also mitigates afk bot farming and make taking conquerable stations harder for solo cap ship pilots.
I'm also aware that the reload change may be hated and damage cap ship only fights but at least the turbo cancel change may be something most could agree on.
I'm also aware that the reload change may be hated and damage cap ship only fights but at least the turbo cancel change may be something most could agree on.
+1
Soling stsrions shouldn’t be possible. This is often a point the capship crowd is pretty silent on while they are always super vocal about not making it easier for fighters to solo their ships. Really makes one wonder what their priorities are.
Soling stsrions shouldn’t be possible. This is often a point the capship crowd is pretty silent on while they are always super vocal about not making it easier for fighters to solo their ships. Really makes one wonder what their priorities are.
This doesn't make any sense at all. Contemporary jets have the ability to basically fly themselves while pilots can actually get out of the pilot's seat (if they wanted to break a multitude of regulations) and walk away while the jet pilots itself. Why would leaving the pilot's chair in a capital ship cause the turbo to turn off?
Currently solo capital ship pilots are already vulnerable against teamplay. Team play is already rewarded. The only change to turrets is the need to make them destructible.
Want to know how to turn off turbo on capital ship? Easy: Power drain it. I have personally been piloting a capship while niki power drained me, and dodged my capswarms at the same time. Some people are just good at anti cap ship tactics.
Realism doesn't automatically means everything is balanced and fun. If we just look at realistic stuff, cap ships wouldn't never be able to turbo for less energy than a fighter ship.
The dent uses 45 energy per second for turbo and has recharge rate of 150/s.
You would assume that a ship that big would require extremely much energy to move around.
And turrets would also most likely be advanced enough to be automatic but they're not.
And we probably wouldn't have weapons that have lower velocities than real guns.
The dent uses 45 energy per second for turbo and has recharge rate of 150/s.
You would assume that a ship that big would require extremely much energy to move around.
And turrets would also most likely be advanced enough to be automatic but they're not.
And we probably wouldn't have weapons that have lower velocities than real guns.
If teamplay is rewarded why do you pay for a bunch of bot accounts?
Also it would appear solo play is being rewarded more for capship owners as they don’t have to worry nearly as much about encountering another solo player. If you want to get the massive trade benefit a capship offers you should be prepared to defend it as a group instead of just relying on a shield. Capship owners should be prepared to undock and dog fight or scramble fighters.
Also it would appear solo play is being rewarded more for capship owners as they don’t have to worry nearly as much about encountering another solo player. If you want to get the massive trade benefit a capship offers you should be prepared to defend it as a group instead of just relying on a shield. Capship owners should be prepared to undock and dog fight or scramble fighters.
The recharge rate is a function of the Trident Heavy Power Cell(a PC that happens to weight in at 200000kg), not the trident itself. In the future we may get access to different cells with different characteristics.
Keep in mind that a capital ship also has a 200MW reactor that powers it.
I solo stations in rags. Get a clue Mr Magoo.
"If you want to get the massive trade benefit a capship offers you should be prepared to defend it as a group instead of just relying on a shield. Capship owners should be prepared to undock and dog fight or scramble fighters."
The trade benefit is the result of the grind to build a capship. Just because you [play differently] doesn't mean those who have the where with all to actually complete the task should have to have their effort reduced because you can't manage to get any friends together to take out a capship.
[Edited to comply with Suggestions rules - W]
"If you want to get the massive trade benefit a capship offers you should be prepared to defend it as a group instead of just relying on a shield. Capship owners should be prepared to undock and dog fight or scramble fighters."
The trade benefit is the result of the grind to build a capship. Just because you [play differently] doesn't mean those who have the where with all to actually complete the task should have to have their effort reduced because you can't manage to get any friends together to take out a capship.
[Edited to comply with Suggestions rules - W]
and so have I... Seriously dude, get over yourself your not the first to do any of this and you wont be the last, you seem to want to be able to do everything solo except defend your capship.
also please stop using ad homs such as me being lazy and what not, you are a server mod and I believe a forum mod I am pretty disappointed in the level of discourse you sometimes bring. Do you thin this elitist attitude helps you? I can bring up a multitude of things such as I have played over twice as long as you, I have a I have 5000 more pks than you, so you must be too lazy to learn how to dog fight to protect you capship, is this the level of pettiness you want to stoop to?
People are glad to have me back, I don't think it is healthy to tell players - veterans or newbies - to leave the game if they don't like it, that defeats the point of a suggestions forum.
anyways I'm done with this here since it is derailing the thread.
also please stop using ad homs such as me being lazy and what not, you are a server mod and I believe a forum mod I am pretty disappointed in the level of discourse you sometimes bring. Do you thin this elitist attitude helps you? I can bring up a multitude of things such as I have played over twice as long as you, I have a I have 5000 more pks than you, so you must be too lazy to learn how to dog fight to protect you capship, is this the level of pettiness you want to stoop to?
People are glad to have me back, I don't think it is healthy to tell players - veterans or newbies - to leave the game if they don't like it, that defeats the point of a suggestions forum.
anyways I'm done with this here since it is derailing the thread.
All your grievances would be solved with destructible turrets. If turrets could be destroyed then this would be the order of events:
1. Capital ship deshielded
2. turrets stripped
3. Capital ship power drained with attackers having nothing to fear from turrets
At which point the capital ship pilot would have a few choices:
1. Undocking and fighting off the aggressors
2. Trying to duke it out with their LP weapon
3. Calling in help
4. Giving up and letting their capital ship explode.
Three of these choices directly solve your grievances, and they all result from the capital ship turrets needing to be destroyed. So like i said in my previous post: "The only change to turrets is the need to make them destructible."
@we all float
these aren't really grievances as im not emotionally tied up in this, I just find the current implementation boring. I just want to make sure I am reading your suggestion correctly though.
You are proposing that once capships have destructable turrets that once all of the capital turrets are destroyed a capship is automatically deshielded and depowered essentially making it a sitting duck?
If so I can agree to that and think it would improv everyones experience in game, it rewards twitch combat which is explicitly mentioned on the front page, and being tactical in your capship.
these aren't really grievances as im not emotionally tied up in this, I just find the current implementation boring. I just want to make sure I am reading your suggestion correctly though.
You are proposing that once capships have destructable turrets that once all of the capital turrets are destroyed a capship is automatically deshielded and depowered essentially making it a sitting duck?
If so I can agree to that and think it would improv everyones experience in game, it rewards twitch combat which is explicitly mentioned on the front page, and being tactical in your capship.
ok you want to compare numbers?
Total days played: 304
Total years Played: 4
Total Pks: 5648
Total Capships owned/built: 6
Total Levis killed: 87
Guess what: SANDBOX <- that means anyone can play how they want, they don't have to play how you want them to play.
There are plenty of people that enjoy playing the game.
Believe me if I was a forum mod you'd know.
[Edited to comply with Suggestions / Be Nice standards. He is not a forum mod. -W]
Total days played: 304
Total years Played: 4
Total Pks: 5648
Total Capships owned/built: 6
Total Levis killed: 87
Guess what: SANDBOX <- that means anyone can play how they want, they don't have to play how you want them to play.
There are plenty of people that enjoy playing the game.
Believe me if I was a forum mod you'd know.
[Edited to comply with Suggestions / Be Nice standards. He is not a forum mod. -W]
You misunderstood me.
Let me expand on how things currently work:
The turrets on capital ships are invulnerable while the capital ship is piloted. If the cap ship owner undocks, the turrets are vulnerable and can be killed(if the capital ship is deshielded) . The moment the cap ship owner redocks, the turrets come back to 100% and are invulnerable again.
What I want:
If a player piloted capital ship is deshielded, then the capital ship turrets should be vulnerable to assault. Similar to how a team would assault a NPC connie. The first step is to deshield (power draining might come in to play, to slow it down), the second step is to strip the turrets. At which point, if the assault team is power draining the capital ship, then it is dead in the water.
No one is crying here man, theres no need to be inflammitory, I am simply voicing my opinion in the suggestions forum which is for the purpose of letting people share there opinions on how the game could be improved. I don't see how I am being elitist since I'm not telling people to leave the game. you are free to propose suggestions that would impact parts of the game I am generally more involved in and I wont tell you to leave.
I think you need to take a step back and calm down.
EDIT: yes i know i said i was done but *shrug*
I think you need to take a step back and calm down.
EDIT: yes i know i said i was done but *shrug*
I like the idea of PLAYER capship turrets being semi-permanently destroyable just like NPC capships. I say SEMI-permanently because you can, or at least you should be able to repair them once you bring your ship into a station.
I have two ideas I have talked about a bit in discord and in the past that I think would improve the gameplay experience for everyone with regard to capships and the "space fortress" effect.
I really dislike the idea that you need a specialized set up or a certain ship to take on a capship, i feel that this is counter to Inc's ethos of "any ship can do anything" currently a lot of ships are pretty useless against capital class ships, both the SCP and valk don't have much of a role to play and these are supposed to be the most sought after ships for their respective nations. I would like to present a few ideas I think would be interesting.
1) have targetable points on the capship that are not shielded, such as the turrets that have been mentioned before, once turrets are destroyed the shield drops and another targetable area opens up that once destroyed immobilizes the ship - sort of like an x-wing taking out the bridge of a star destroyer - and then the ship must be defended by the pilot and crew that are aboard. To save the ship the attacking players would need to be scared off and to make the cap ship mobile again a rep gun would be used on the "bridge area"
2) get rid of shields completely and give capships 64000 more hit points (the amount of damage two tubes of swarms does)
in my own opinion suggestion one is a good compromise since the capship would still be shielded against bot attacks and keep their current advantage for taking stations and farming bots while making them vulnerable to skilled pilots and it still gives capship pilots plenty of time to mount defenses and if the shield is dropped and the ship disabled they would most likely be fighting a damaged attacker.
the second suggestion would be quick and easy but take away some of the advantages that capships give to late game activites like station conquest which isn't really the intended goal
I really dislike the idea that you need a specialized set up or a certain ship to take on a capship, i feel that this is counter to Inc's ethos of "any ship can do anything" currently a lot of ships are pretty useless against capital class ships, both the SCP and valk don't have much of a role to play and these are supposed to be the most sought after ships for their respective nations. I would like to present a few ideas I think would be interesting.
1) have targetable points on the capship that are not shielded, such as the turrets that have been mentioned before, once turrets are destroyed the shield drops and another targetable area opens up that once destroyed immobilizes the ship - sort of like an x-wing taking out the bridge of a star destroyer - and then the ship must be defended by the pilot and crew that are aboard. To save the ship the attacking players would need to be scared off and to make the cap ship mobile again a rep gun would be used on the "bridge area"
2) get rid of shields completely and give capships 64000 more hit points (the amount of damage two tubes of swarms does)
in my own opinion suggestion one is a good compromise since the capship would still be shielded against bot attacks and keep their current advantage for taking stations and farming bots while making them vulnerable to skilled pilots and it still gives capship pilots plenty of time to mount defenses and if the shield is dropped and the ship disabled they would most likely be fighting a damaged attacker.
the second suggestion would be quick and easy but take away some of the advantages that capships give to late game activites like station conquest which isn't really the intended goal
Inc's ethos of "any ship can do anything" -- so moth's should be able to dogfight?
This doesn't make any sense. We have specialized ships for a reason. Some are for dog fighting, some are for bombing, some are for trading, some for mining, and some for mixed purposes that trade one stat for another.
I can't believe I'm saying this, but I agree with Wash.
This doesn't make any sense. We have specialized ships for a reason. Some are for dog fighting, some are for bombing, some are for trading, some for mining, and some for mixed purposes that trade one stat for another.
I can't believe I'm saying this, but I agree with Wash.
@rejected I'm not going to accuse you of arguing in bad faith but I really wish you guys wouldn't always jump to extreme edge cases. Inc has stated multiple times that he tries to stay away from ship specialization so players can come up with their own load outs and that that while there are some ships that have advantages in certain areas nothing should be written out.
when it comes to taking out player caps we ironically only really have a few specialized load outs that work well due to the DPS required to drop the shield and you pretty much need to be in the right place at the right time in the right ship, anyways I hope you would look at more of the meat of my proposed suggestion, such as progresively damaging the ship to disable it, then getting hung up on outliers.
for the record I think incs decision to not lock ships into roles leads to a lot of unintended consequences and confusion among players, most recently with a lot of people confused as to why a "light frieghtor" like the goli was so good at combat and suggested a nerf. but aslo in the past people also complained about centaurs dog fighting and SCPs hit boxes and the like.
when it comes to taking out player caps we ironically only really have a few specialized load outs that work well due to the DPS required to drop the shield and you pretty much need to be in the right place at the right time in the right ship, anyways I hope you would look at more of the meat of my proposed suggestion, such as progresively damaging the ship to disable it, then getting hung up on outliers.
for the record I think incs decision to not lock ships into roles leads to a lot of unintended consequences and confusion among players, most recently with a lot of people confused as to why a "light frieghtor" like the goli was so good at combat and suggested a nerf. but aslo in the past people also complained about centaurs dog fighting and SCPs hit boxes and the like.
I edited some posts to comply with "Be Nice" Suggestions standards.
How is trying to fight a capital ship with a lone fighter not an extreme edge case? If you want to fight a capship with a generic little fighter, grab some buddies and gang up on it.